Nasus Changes Concept
What I want out of Nasus, more-less:
~ His infinite hyper scaling potential is cool ~ His hyper juggernaut aspect is cool (a late game, slow moving dude that hits like a F***ing truck, in this case more like a literal tank in every form!) ~ His AFK farming for 20-30 minutes is not cool, especially when this involves stressing out his laning opponent (games should be fun, not cause unneeded stress); I want his scaling aspect more about clearing waves quickly and helping out his team in some way than AFK farming minions/monsters, he will still have an element of Siphon Striking minions to death but it will be less of a priority for his infinite potential ~ Nasus gets a little too much sustain right now, especially in the early game, which makes it too hard to deny a late game champion in the early game unless under very specific super hard counter match-ups ~ Nasus has a lot of unfair abilities to play against, by increasing the fairness levels by A LOT we can then give Nasus more power and balance him better for the long term ~ Nasus' ultimate is pretty cool and unique, especially sharing a bond with his brohan Renekton that way
Soul Power (Passive): SP = Soul Power Nasus gains 1 Soul Power whenever he executes enemy minions and monsters, 3 Soul Power for large units, doubled if he gains a direct execute from Siphoning Strike.
Nasus gains 5 Soul Power from kills or assists from enemy champions, structures, and epic monsters.
Current Soul Power: X
Siphoning Strike (Q): Cooldown: 7/6/5/4/3 seconds; Cost: 35 Mana; Minimum Range: 150 / 300 units Nasus slams the ground with his cane at the target location dealing 40/60/80/100/120(+85%AD)(+100%SP) physical damage to struck enemies, healing himself for every execute and enemy champion or epic monster struck for 5(+10%SP)(+10%AP) health.
Siphoning Strike can damage enemy structures.
Decaying Earth (W): Cooldown: 20/18.5/17/15.5/14 seconds; Cost: 70 Mana; Range: 600 / 600 units Nasus withers the ground and all life at the target location for the next 4 seconds causing enemies to be grounded while in the area. If enemies in the area are damaged by Siphoning Strike or Spirit Flame then they are slowed for 1 second between 15/20/25/30/35% to 90% based on how decayed the ground is and reducing their attack speed by half of this value.
Spirit Flame (E): Cooldown: 8 seconds; Cost: 70/75/80/85/90 Mana; Range: 1000 / 400 units Passive: Nasus creates a Spirit Flame around him and an additional Spirit Flame every 100 Soul Power. Each Spirit Flame attacks the closest enemy to Nasus dealing 15/17.5/20/22.5/25(+7.5%AP) magic damage, each attacks once every second. [Range: 300 units]
Active: Nasus creates a zone of spirit fire at the target location for the next 4 seconds causing his Spirit Flames to attack enemies within the zone instead of around him at double damage, prioritizing champions and epic monsters. Enemies in this zone have 15/17.5/20/22.5/25% reduced armor which lingers for 2 seconds, 20/25/30/35/40 reduced armor against minions and monsters.
Fury of the Sand (R): Cooldown: 130/115/100 seconds; Cost: 100 Mana; Range: 175 units Nasus empowers himself for 15 seconds, gaining 250/350/450(+50%SP) bonus health, 30/65/100 bonus armor and magic resistance, increased size, and 50 units basic attack range for the duration while dealing 3/4/5%(+1% per 100AP) of nearby enemies' maximum health per second as magic damage (max 240 against monsters).